write a set of Sci-Fi rules using the RuneQuest, Traveller and D20 Modern SRDs.

Is it Traveller RuneQuest or RuneQuest Traveller?

Neither. This is RuneQuest for a Space-based Sci-Fi game. It uses many terms from the Traveller system but is not merely aTravellerconversion.

Why not just use the Traveller Rules?

Traveller is a good system, as far as it goes. However, Traveller is not flexible enough nor does it have the same depth that

RuneQuesthas to enable it to be used in a general Sci-Fi game.

So, can I use this to run Traveller scenarios with RuneQuest?

Probably not, although this might give some pointers as to how to convert Traveller scenarios to RuneQuest, this is not a set

ofconversion rules.

What about other Rules Systems?

This should be

fairly compatible with some Sci-Fi rules systems such as Future World, Ringworld, Other Suns or Basic Roleplaying.Many of the concepts from those games could easily be used in a RuneQuest Sci-Fi game. However, there are copyright implicationsin using swathes of their rules, which is why this concentrates on Traveller and RuneQuest, both being published under the OpenGame Licence. It is less compatible with other Sci-Fi rules systems as they are not ultimately based on RuneQuest or BasicRoleplaying.

What is the Focus of These Rules?

This SRD is a RuneQuest Sci-Fi SRD, so the main Focus is on producing a workable set of RQ rules for a Sci-Fi game.

Having said that, there are different things that a Sci-Fi game emphasises that a Fantasy game, for instance does not.

Many people who enjoy Sci-Fi games like to design Spaceships, Vehicles, Robots and so on, so I have fairly detailed design rules foreach of those. I have emphasised Character Generation, Skills and Character Progression. Players can play aliens and robots as well ashumans. I have tried to play down the role of combat in a Sci-Fi game, which is why the Combat Chapters can be found towards theend of the document. This is a deliberate decision because many Sci-Fi rules play up combat more than anything else. Sure, Shipboardcombat is important when it happens but how often should it happen? If you are playing a game where the PCs are Space Marines

andhave missions to attack and destroy various aliens then combat is important. If you are playing in a game of traders travelling betweenfar-away solar systems then combat will not be that important. If you are playing rebels fighting against a Galactic Empire orFederation then Diplomatic skills and evasive skills might be more important than combat ones. I have relegated World Design to asingle chapter at the end of the main section not because it is unimportant but because the Traveller SRD only touches on WorldDesign and I know that there are more detailed rules elsewhere. If I can find more detailed rules in an SRD then I will include them inthis document, otherwise you will have to look at published games for detailed World Design rules.

What About Settings?

The best thing about Sci-Fi games is the settings. Babylon 5, Star Wars, Star Trek, Blake's Seven and Farscape all have excellent anddetailed backgrounds and settings. There are novels and series of novels by Sci-Fi authors that detail backgrounds that would be greatas Sci-Fi settings. However, licensing issues and the extremely large

amount of work that needs to be done to describe the settingsmean that producing a Sci-Fi setting is only practical for a RPG Company.

This Sci-Fi RQ SRD is not based on a single setting, even though it uses the Traveller SRD as its basis. Because of this it is verygeneric and very dry. I would love to introduce Phasers and Light Sabres, Vorlons and Mimbari, Wookies and Jedi, Klingons and

Vulcans, but those are way beyond the scope of an SRD.

Are These Rules Complete?

No. These rules are more of a setof rules that can be applied to a Sci Fi setting. They form a toolkit from which a GM can pullwhatever rules he wants. As such, they are not designed to be complete. As more material becomes available through SRDs morerules can be added. Also, because these rules have not been polished into a published work, they are rough and ready.

Technology Levels

One of the most important things about Sci-Fi settings is that they operate at different levels of Technology. Traveller has theexcellent concept of Technology Levels, the equivalent to D20 Modern/Future's Progress Level, that identify the general level oftechnology that a particular culture, planet or society has reached or currently has. Technology Level can be abbreviated toTechLevel or simply TL forshort and have a scale running from TL0 to TL15.

Technology Levels measure the scientific capacity of a world and the complexity and effectiveness of a piece of equipment.

TL 0:

(Primitive) No technology.

TL 1:

(Primitive) Roughly on a par with Bronze or Iron age technology.

TL 2:

(Primitive) Renaissance technology.

TL 3:

(Primitive) The advances of TL 2 are now applied, bringing the germ of industrial revolution and steam power.

TL 4:

(Industrial) The transition to industrial revolution is complete,bringing plastics, radio and other such inventions.

(High Stellar) Black globe generators suggest a new direction for defensive technologies, while the development of syntheticanagathics means

that the human lifespan is now vastly increased.

Higher Technology Levels exist and may appear in other settings or be discovered by pioneering scientists.

D20 Modern (Future) uses Progress Levels to categorise societies.

D20 Progress Level

Technology

Level

PL 0: Stone Age

TL 0

PL 1: Bronze/Iron Age

TL 1

PL 2: Middle Ages

TL 2

PL 3: Age Of Reason

TL 3

PL 4: Industrial Age

TL 4-

TL 5

PL 5: Information Age

TL 6-

TL 7

PL 6: Fusion Age

TL 8

PL 7: Gravity Age

TL 9-

TL 11

PL 8: Energy Age

TL 12-

TL 14

PL 9 And Higher

TL 15 +

Where possible, I have kept this equivalency, except where the different Technology Levels disagree. In those cases I have tended touse Traveller's Technology except where I think that D20 Technology fits better. In somesituations I have disregarded both Travellerand D20 and placed technology at a different tech level to both, simply because I thought that it fitted better.

Some cultures specialise in certain technologies and can have higher levels of technology in those areas than their normal Tech Levelwould indicate. It is quite normal for a culture to have one of two technologies at one TL higher and perhaps to have a singletechnology at 2 TLs higher than the standard for the culture. It is rare to have any technology 3 TLs higher than normal unless theculture has obtained the technology from another source.

So, a culture may have reached TL 7 but have specialised technology in Computing, Cybernetics and NanoTechnology, giving it TL 8NanoTechnology, TL 9 Computing and TL 9 Cybernetics. It may have gained the use of Organic Machines form alien artefacts foundin ancient ruins on a planet in their solar system and have Organic Machine Technology at TL10.

This can lead to a slightly unbalanced culture where one technology skews the development of the culture.

Feedback and Criticism

I have attempted to convert the Traveller and D20 Modern (Future) SRDs into a RuneQuest format as well as to add different types ofequipment, space travel and other rules that seem tofit reasonably well. However although I have played RQ for a long time I am notcompletely familiar with Mongoose RuneQuest and I am woefully unfamiliar with both Traveller and D20. I played Traveller foracouple of months in the 1980s and AD&D in the early 1980s for a year or so, back in the days where AD&D was different to D&D.Because of this, there will be areas that I have converted badly, areas where I have misinterpreted the rules and areas which

are simplyawful. There will also be areas that I have missed out completely.

Whilst I am a big fan of Sci-Fi books, TV series and films, I appreciate that there are far biggergeeks

fans out there who have a fargreater knowledge of Sci-Fi settings and rules than I do. Most of my roleplaying as player andGM has been Fantasy and much of thathas been in Glorantha, so I am woefully limited in my Sci-Fi gaming. I have played a little Traveller, some Ringworld, even lessFuture World and pretty much nothing else.

Because of this, I would appreciate any criticism and feedback that anyone reading this can give me. There are entries in the RQForum and the Mongoose RQ Forum where you can post your comments, or you can email me directly atsoltakss@yahoo.com

withany comments or criticisms. I am normally quite open to criticism and will include most additions with a bit of editing. Anycomments or additions that make it into the SRD will be credited in the OGL Section in the Appendices.

CHAPTER1: Creating anAdventurer

Character Creation Checklist

Follow this checklist when creating a new character.

1.

Determine the character’s Characteristics.

2.

Determine the character’s Attributes.

3.

Determine the character’s Basic skill scores.

4.

Determine the character’s Previous Experience.

5.

Determine the character’s General Information.

6.

Outfit the character with Starting Equipment.

Part One–

Characteristics

All characters and creatures have at least eight Characteristics. Other Characteristics may be added depending on the particularspecies.

Strength (STR):

A character’s brute force, Strength affects the amount of damage he deals, what weapons he can wield effectively,how much he can lift and so on.

Constitution (CON):

A measure of the character’s health, Constitution affects how much damage he can sustain in combat, as wellas his general resistance to disease and other illnesses.

Dexterity (DEX):

A character’s agility, co-ordination and speed, Dexterity aids him in many physical actions, includingcombat.

Size (SIZ):

This is an indication of the character’s mass and, like Strength and Constitution, can affect the amount of damage acharacter can deal and how well he can absorb damage. Unlike most other Characteristics, a high score in Size is not always anadvantage. While a large character can take more damage, a small character will have a much easier time when sneaking aroundin theshadows.

Intelligence (INT):

A character’s ability to think around problems, analyse information and memorise instructions. It is a very usefulCharacteristic for characters interested in becoming accomplished engineers or scientists.

Power (POW):

Perhaps the most abstract Characteristic, Power is a measure of the character’s life force and his personal force ofwill. It also measures his ability to use magic, for those settings that allow magic to work, or to change or control the surroundings byextra-normal means.

Charisma (CHA):

This quantifies a character’s attractiveness and leadership qualities.

Education (EDU):

A measure of a character’s learning and experience.

Optional Characteristics

Length (LEN):

This is an optional derivative of SIZ, for those who wish to separate the height and mass of a person. LEN may beused to calculate reach in place of SIZ. A person's SIZ is abstracted as his (LEN + MAS) / 2.

Mass (MAS):

This is an optional derivative of SIZ, for those who wish to separate the height and mass of a person. MAS may beused to calculate Hit Points and Damage Modifier in place of SIZ. A person's SIZ is abstracted as his (LEN + MAS) / 2. Mass can beimportant in a Sci-Fi setting as different species have different body shapes and concepts such as Momentum rely on a person's massrather than length.

Robotics (ROB):

This is a measure of how Robotic acharacter is. It is only available to those characters that have cyberneticimplants.

Social Standing (SOC):

A character’s place in society. Some Gamesmasters will prefer not to use SOC as a characteristic, preferringthis to come out of roleplaying. In this case, treat any mention of SOC as CHA.

Psionics (PSI):

A measure of the character's Psionic power. Every character has a Psionic score, representing his/her innate Psionicstrength, but not everyone can use Psionics. Some Gamesmasters will prefer notto use PSI as a characteristic, preferring to use Poweras a general characteristic for pseudo-magical powers. In this case, treat any mention of PSI as POW.

Determining Characteristics

Depending on the inherent superiority of the characters, a slightly different approach is used in rolling characteristics than thestandard RuneQuest method. Each characteristic is given as nD6(BN) which means "Roll n D6 and take the best N values". So, thestandard human Characteristic is 4D6(B3) meaning "Roll 4D6 and take the best 3 values", meaning that you drop the worst roll.Sometimes you have nD6(WN) which means "Roll nD6 and take the worst N values", these are for characters with worse than normalcharacteristics.

Human Player Characters normally have Characteristics rolled as 4D6(B3) or 3D6(B2) + 6. Genetically engineered Human PlayerCharacters normally have 5D6(B3) or 4D6(B2)+ 6. Non-human aliens may well have different characteristics, as may non-intelligentanimals.

Players will need a number of six-sided dice to generate their characters’ Characteristics. Roll the following dice to determine anadventurer’s Characteristics:

Human Characteristics Table

Characteristic

Abbreviation

Normal

PlayerCharacter

GeneticallyEngineered

Strength

STR

3D6

4D6(B3)

5D6(B3)

Constitution

CON

3D6

4D6(B3)

5D6(B3)

Dexterity

DEX

3D6

4D6(B3)

5D6(B3)

Size

SIZ

2D6+6

2D6+6

2D6+6

Intelligence

INT

2D6+6

2D6+6

4D6(B2)+ 6

Power

POW

3D6

4D6(B3)

5D6(B3)

Charisma

CHA

3D6

4D6(B3)

5D6(B3)

Education

EDU

3D6

4D6(B3)

5D6(B3)

Social Standing

SOC

3D6

4D6(B3)

5D6(B3)

Psionic Strength

PSI

3D6

4D6(B3)

5D6(B3)

Humanoid Hit Locations

D20

Hit Location

1–P

o楧h琠ieg

4–S

ief琠i敧

T–V

Abdomen

㄰–ㄲ

Chest

ㄳ–ㄵ

o楧h琠Arm

ㄶ–ㄸ

ief琠Arm

ㄹ–㈰

䡥慤

Strength (STR):

4D6(B3)-

Roll 4D6, drop the lowest die and total the remaining dice.

Constitution (CON):

4D6(B3)-

Roll 4D6, drop the lowest die and total the remaining dice.

Dexterity (DEX):

4D6(B3)-

Roll 4D6, drop the lowest die and total the remaining dice.

Size (SIZ):

2D6+6-

Roll 2D6

and total the dice. Add 6 to the result.

Intelligence (INT):

2D6+6-

Roll 2D6 and total the dice. Add 6 to the result.

Power (POW):

4D6(B3)-

Roll 4D6, drop the lowest die and total the remaining dice.

Charisma (CHA):

4D6(B3)-

Roll 4D6, drop the lowest die and total the remaining dice.

Education (EDU):

4D6(B3)-

Roll 4D6, drop the lowest die and total the remaining dice.

Social Standing (SOC):

4D6(B3)-

Roll 4D6, drop the lowest die and total the remaining dice.

Psionic Strength (PSI):

4D6(B3)-

Roll 4D6, drop the lowest die and total the remaining dice.

The Games Master may also allow players to assign their rolls to specific Characteristics, so that a player who wants to play

a burlywarrior can move a rolled 15 from CHA to STR, for example. Players should not be allowed to move rolls from INT or SIZ to any ofthe other five Characteristics, however.

Homeworld Modifiers

The homeworld of a character's birth can cause some slight variation in characteristics. Some of the more common modifiers are listedbelow. Note that no characteristic may be decreased to less than 3 or raised to more than 21.

High Gravity

+1 STR,-1 CON, (-1 LEN, +1 MAS)

Low Gravity

-1 STR,-1 CON, (+1 LEN,-1 MAS)

Hostile Atmospheres

-1D3 CON, +1D3 DEX*

High Population

+1D3

CHA

Low Population

-1D3 CHA

High Tech Level

-1D3 CON, +1D6 EDU

Low Tech Level

+1D3 CON,-1D6 EDU

* Only if environment suits were often worn

Part Two–

Attributes

These are a set of secondary scores that define exactly what the character is capableof.

Combat Actions (CA):

This is the number of actions a character can perform in each combat round.

Psionic Combat Actions (PCA):

This is the number of Psionic actions a character can perform in each combat round.

Combat Actions

DEX

Combat Actions

6 or less

1

7–ㄲ

O

ㄳ–ㄸ

P

NV or more

4

Psionic Combat Actions

PSI

Combat Actions

6 or less

1

7–ㄲ

O

ㄳ–ㄸ

P

NV or more

4

Damage Modifier (DM):

The Damage Modifier applies whenever the character uses a melee or rolln weapon.

Psionic Damage Modifier (PDM):

The Psionic Damage Modifier applies whenever the character uses a Psionic Power or Talent.

Damage Modifier

Total of STR and SIZ (MAS)

Damage Modifier

1–R

–N䐸

S–㄰

–N䐶

ㄱ–ㄵ

–N䐴

ㄶ–㈰

–N䐲

㈱–㈵

⬰

㈶–㌰

⬱䐲

㌱–㌵

⬱䐴

㌶–㐰

⬱䐶

㐱–㐵

⬱䐸

㐶–㔰

⬱䐱M

㔱–㘰

⬱䐱O

㘱–㜰

⬲䐶

㜱–㠰

⬲䐸

㠱–㤰

⬲䐱M

㤱–NMM

⬲䐱O

㄰N–ㄲN

⬳䐱M

ㄲN–ㄴN

⬳䐱O

ㄴN–ㄶN

⬴䐱M

ㄶN–ㄸN

⬴䐱O

ㄸN–㈰O

⬵䐱M

㈰OJ㈲O

⬵䐱O

㈲OJ㈴O

⬶䐱M

㈴OJ㈶O

⬶䐱O

㈶OJ㈸O

⬷䐱M

㈸OJ㌰P

⬷䐱O

㌰PJ㌲P

⬸䐱M

㌲PJ㌴P

⬸䐱O

㌴PJ㌶P

⬹䐱M

㌶PJ㌸P

⬹䐱O

㌸PJ㐰4

⬱M䐱M

Psionic Damage Modifier

PSI x 2

Psionic Damage Modifier

1–R

–N䐸

S–㄰

–N䐶

ㄱ–ㄵ

–N䐴

ㄶ–㈰

–N䐲

㈱–㈵

⬰

㈶–㌰

⬱䐲

㌱–㌵

⬱䐴

㌶–㐰

⬱䐶

㐱–㐵

⬱䐸

㐶–㔰

⬱䐱M

㔱–㘰

⬱䐱O

㘱–㜰

⬲䐶

㜱–㠰

⬲䐸

㠱–㤰

⬲䐱M

㤱–NMM

⬲䐱O

㄰N–ㄲN

⬳䐱M

ㄲN–ㄴN

⬳䐱O

ㄴN–ㄶN

⬴䐱M

ㄶN–ㄸN

⬴䐱O

ㄸN–㈰O

⬵䐱M

㈰OJ㈲O

⬵䐱O

㈲OJ㈴O

⬶䐱M

㈴OJ㈶O

⬶䐱O

㈶OJ㈸O

⬷䐱M

㈸OJ㌰P

⬷䐱O

㌰PJ㌲P

⬸䐱M

㌲PJ㌴P

⬸䐱O

㌴PJ㌶P

⬹䐱M

㌶PJ㌸P

⬹䐱O

㌸PJ㐰4

⬱M䐱M

Hit Points (HP):

These determine how much damage the character can sustain before reaching unconsciousness or death. Hit pointsare located in certain areas of the character’s body, representing exactly how much damage he can sustain.

Hit

Points

STR+SIZ

Leg

Abdomen

Tail

Chest

Arm

Wing

Head

1-5

1

2

1

3

1

1

1

6-10

2

3

2

4

2

2

2

11-15

3

4

3

5

3

3

3

16-20

4

5

4

6

4

4

4

21-25

5

6

5

7

5

5

5

26-30

6

7

6

8

6

6

6

31-35

7

8

7

9

7

7

7

36-40

8

9

8

10

8

8

8

41-45

9

10

9

11

9

9

9

46-50

10

11

10

12

10

10

10

51-55

11

12

11

13

11

11

11

56-60

12

13

12

14

12

12

12

61-65

13

14

13

15

13

13

13

66-70

14

15

14

16

14

14

14

71-75

15

16

15

17

15

15

15

76-80

16

17

16

18

16

16

16

81-85

17

18

17

19

17

17

17

86-90

18

19

18

20

18

18

18

91-95

19

20

19

21

19

19

19

96-100

20

21

20

22

20

20

20

STR+SIZ

Leg

Abdomen

Tail

Chest

Arm

Wing

Head

101-105

21

22

21

23

21

21

21

106-110

22

23

22

24

22

22

22

111-115

23

24

23

25

23

23

23

116-120

24

25

24

26

24

24

24

121-125

25

26

25

27

25

25

25

126-130

26

27

26

28

26

26

26

131-135

27

28

27

29

27

27

27

136-140

28

29

28

30

28

28

28

141-145

29

30

29

31

29

29

29

146-150

30

31

30

32

30

30

30

151-155

31

32

31

33

31

31

31

156-160

32

33

32

34

32

32

32

161-165

33

34

33

35

33

33

33

166-170

34

35

34

36

34

34

34

171-175

35

36

35

37

35

35

35

176-180

36

37

36

38

36

36

36

181-185

37

38

37

39

37

37

37

186-190

38

39

38

40

38

38

38

191-195

39

40

39

41

39

39

39

196-200

40

41

40

42

40

40

40

Strike Rank (SR):

This determines how quickly the character acts in combat. Strike Rank is determined by adding together thecharacter’s INT and DEX, and halving the result.

Part Three–

Skills

Every character has a range of skills that allows him to perform a variety of actions with varying degrees of expertise.

Each skill is

set by the total of one or more Characteristics. Some skills will also suffer a penalty from other Characteristics.

The Starting Skills table lists all the skills characters might possess and the Characteristics used to determine the skill’s

base score.

Ifa Characteristic is listed as a penalty, deduct it from the skill’s base score.

Different backgrounds and different species have different Skills.

Some skills have specialities. A character may pick a speciality when he gains 50% in a skill with specialities.

What About Basic and Advanced Skills?

Mongoose RQ introduced the concept of Basic and Advanced skills, Basic Skills being those skills that everyone naturally hasandAdvanced Skills being those skills that have to be specially taught. For thisSRD I have deliberately not used Basic and AdvancedSkills. This is because it is very difficult to decide what is a Basic Skill in a Sci-Fi setting. Athletics is fine, but what about Spacersbrought up on a Zero-G spaceship? They won't have Athletics as a

Basic Skill but will have Zero-G. What about Species that arePsionic? They will have Psi-Skills as Basic Skills. What about people brought up on a High-G world? They will have High-G as aBasic Skill. In my opinion, this is simply an extra layer that serves no useful purpose in a Sci-Fi game.

Part Four–

Previous Experience

There are three stages involved in determining the character’s previous experience. First the player must pick the character’s culturalbackground. This provides certain starting skill bonuses that reflect this upbringing. Second, the player must pick a profession andgain further associated skills with that profession. Thirdly, the player spends the character’s free skill points.

Homeworld

Growing up on your homeworld gave you skills that depend on the planet’s nature. You can select any skill that matches yourhomeworld’s planetary description and trade codes. If you came from a planet already established, then consult those sourcesfor theplanet’s description.

Homeworld Type

Basic Skill

Agricultural

Animals

Asteroid

Zero-G

Desert

Survival

Fluid Oceans

Seafarer

Garden

Animals

High Technology

Computers

High Population

Streetwise

Ice-Capped

Vacc Suit

Industrial

Trade

Low Technology

Survival

Poor

Animals

Rich

Carouse

Water World

Seafarer

Vacuum

Vacc Suit

Professions

A character may choose his own profession as with standard RuneQuest. If he chooses to do so then he uses the tables and methodbelow. However, he can also choose a Traveller-style character generation method, in which case he should go to the TravellerGeneration Method in the Appendices.

The Professions table shows all the various bonuses each profession bestows on a character. Standard RuneQuest uses basic and

Advanced skills, but they do not really fit in a Sci-Fi setting, so the skills here are just skills. Skill Bonuses are added straight onto thecharacter’s skill scores. Skills that are gained as part of the Profession start at their base Characteristic score.

If a character is Psionic, with Gamesmaster approval, he may have Psionic Talents as described in the Psionics section.

Every character receives 100 additional skill points. The player can add these free skill points to his skills in the following ways:



Add to a Basic or Weapon skill score.



Add to an Advanced skill score, as long as the character already possesses the skill.



Purchase an Advanced skill. This costs 10 free skill points and the Advanced skill starts at its basic Characteristic-derivedscore.

No single skill can benefit from more than 30 free skill points. The Advanced skill of Psionic may not be purchased, but a characterwith the Psionic Advanced Skill may increase it. An Advanced skill purchased with free skill points cannot be increasedby more than20 points.

Education

A formal education gives you a basic level of competence in various sciences and academic disciplines. Any educated character

receives his EDUx5 skill points that can be split among the following list:

RuneQuest has a very straightforward and simple character generation process.However, many people find it dry and prefer theTraveller character generation system for a SciFi game. Many of the aspects of the Traveller character generation system canbeconverted to RuneQuest. A few things do not convert easily and have been replaced by a RuneQuest equivalent. Traveller andRuneQuest SciFi skills are very similar and often have the same names, so they are easily usable in RuneQuest SciFi. Whereprofessions are not included, it should be very easy to use the equivalent Traveller profession and convert the skill levels toRuneQuest.

Character Generation Process

Basic character generation uses the following steps:

1.

Roll characteristics and determine characteristic modifiers.

2.

Background

a. Choose a homeworld.

b. Gain background skills.

3.

Career

a. Choose a career. You cannot choose a career you have already left.

b. Roll to qualify for that career.

c. If you qualify for that career, go to Step 4.

d. If you do not qualify for that career, then you can go to the Draft or enter the

Drifter career. The Draft can put you backinto a career you have been forced to leave, at your old rank. You can only apply for the Draft once.

4.

If this is your first time on this career, get your basic training.

5.

Choose a specialisation for this career.

6.

Choose one of the Skills and Training tables for this career and roll on it.

a. Roll for survival on this career.

b. If you succeed, go to Step 7.

c. If you did not succeed, then events have forced you from this career. Roll on the Mishap table,

then go to Step 9.

7.

Events

a. Roll for Events.

b. Optionally, establish a Connection with another player character.

8.

Advancement

a. Roll for Advancement

b. If you succeed, choose one of the skills and training tables for this career and roll on it.

Increase your Rank and take anybonus skills from the Ranks table for this career. Go to step 9 if you wish to leave the career, or step 5 to continue with thiscareer.

c. If you roll less than the number of terms spent in this career, you must leave this career.

d. Military characters (Army, Navy, Marines) can roll for commission instead of rolling for advancement.

9.

Increase your age by 4 years. If your character is 34 or older, roll for Aging.

10.

If you are leaving the career, roll for Benefits.

11.

If you have left your current career, then go to Step 3 to choose a new career, or to Step 12 if you wish to finish your character.Otherwise, go to Step 5.

12.

Finalise any Connections with other characters.

13.

Choose a Campaign Skill Pack and allocate skills from that pack.

14.

Purchase starting equipment and, if you can afford it, a spacecraft.

Careers

Career Format

Qualification:

What you need to roll to enter that career. Military careers use Enlistment as the description for this roll instead ofqualification. If you fail this check then you cannot enter your chosen career this term. You must either submit to the Draft

or take theDrifter career for this term. You suffer a–10% to qualification rolls for each previous career you have entered. Once you leave acareer you cannot return to it. The Draft and the Drifter career are exceptions to this rule–

you can be Drafted into a career you werepreviously in but got ejected from and the Drifter career is always open.

Terms:

Each term of service lasts for 4 years.

Rank:Each term, a character will be employed at whatever rank he or she has already earned in the service.

Skills and Training:

Each career has skill tables associated with it–

Personal Development, Service Skills, Specialist Skills andAdvanced Education. In each term you spend in a career, pick one of these tables and roll 1d6 to see which skill you increase. Youmay only roll on Advanced Skills if your character has the listed qualification. You may only roll on the Officer Skills if your careerhas one and if you have received a commission.

Skills can be listed with or without an associated level. If no skill level is listed, then you gain that skill at 20% + Bonus if you do nothave it already, or increases by 10% if you are already trained in that field. If a level is listed, then you gain the skill at that level aslong as it is better than your current level in that skill.

Hero Points:

You gain a Hero Point at the start of each term of service and by earning a commendation or through certain Events.Hero Points may be used as Second Chances, to reroll any dice roll during the character generation process, as a Glancing Blow, todowngrade any roll on the Injury Table by one level and to purchase Legendary Abilities once you have met the qualification for thelegendary Ability. Luck of the Heroes may be invoked, but normally as a plot point and always at the GM's discretion. Hero Pointsunused at the end of the character generation process may be carried over into normal play.

Basic Training:

For your first career only, you get all the skills listed in the Service Skills table at 10% + Bonus as your basictraining. For any subsequent careers, you may pick any one skill listed in the Service Skills table at 10% + Bonus as your basictraining.

Survival:

Each career has a survival roll. If you fail this roll, roll on the mishap table. If you fumble the roll, roll twice on the Mishaptable and apply both values. This mishap is always enough to force you to leave the service. You lose the benefit roll for the currentterm only.

Events:

If you are still in your career after resolving the survival roll, roll on the events table to see what interesting things befall youthis term.

Decorations:

Each term you survive, there is a chance of earning a medal or citation for your actions during the term. Not allprofessions have decorations.

Commission:

This only applies to the military careers of Army, Navy and Marines. A character who succeeds at a commission rollbecomes a Rank 1 officer in that career, and uses the officer Rank table from then on. A character may attempt a commission rollonce per term, and trying for commission is optional.

If you obtain a commission after having already advanced several ranks, you become a Rank 1officer as normal but you may addyour two final ranks together for the purposes of determining benefits and pensions.

Some events give a bonus to advancement rolls, or give automatic advancement. You can apply these bonuses to commission rolls

also.

Advancement:

Each career has an advancement roll. If you make a successful Advancement roll, then you move to the next rank andgain an extra roll on any of the Skills and Training Tables for this career. You also get any benefits listed for your new rank. You

mayonly attempt to advance once per term.

If you fumble your Advancement roll then you cannot continue in this career after this term. Either your services are no longerrequired, or events have caused you to leave, or perhaps you are simply bored and want a new challenge.

If you critical your Advancement roll then you must continue in this career.

Ranks and Benefits:

You start at Rank 0 in your career. Each time you succeed at an advancement check, you move onto the nextRank. Some ranks have benefits associated with them, such as extra skills or more benefits. You gain these benefits as soon as youattain that rank.

Cash Bonuses:It is possible to earn a cash bonus while serving a term in some class prior histories (including Merchants).

Life Events:If you roll a Life Event on the Events table for your career, roll on the Life Events table.

History:You have a more complete background from which to develop a personal history and personality.

Medal Benefits

A character who wins a medal gains a Hero Point and may apply a bonus from that medal to any one Survival, Qualification orPromotion roll. The bonus from a medal may only be applied once.

Medal

Bonus

Purple Heart

+10%

Meritorious Conduct Under Fire

+20%

Meritorious Performance Of Duties

+10%

Medal for Conspicuous Gallantry

+30%

Starburst for Extreme Heroism

+40%

Long Service

+10%

When a character is mustering out, any medal bonuses left unused may be converted into extra benefit rolls, at the rate of one roll per20% left unused, rounding down.

Mustering Out or Retiring

Characters who end prior experience receive 1 benefit per term served in which they did not lose benefits. If you reached rank 1 or 2,you get an extra benefit roll when leaving that service. If you reached rank 3 or 4, you get two extra benefit rolls, and if you reachedrank 5 or 6, you get three extra benefit rolls and may apply a +1 to rolls on the Benefits table that you gain from that career.

Characters with Gambling 40%+ or who have retired gain +1 on Cash tablerolls. Characters of rank 5 or 6 gain +1 on MaterialBenefit rolls.

Mustering-Out Benefits:

When you leave a career for any reason, you gain material benefits from that career. There are two tables–

Cash and Benefits. You may only roll on the cash tables

a maximum of three times, regardless of how many careers or benefit rollsyou have. You get one benefit roll per full term served. Leaving due to a mishap means you lose the benefit roll for that term, but notprevious full terms in that career.

Retirement Pay:A character that leaves a service at the end of the 5th

or later term of service may receive retirement pay.

Cash Benefits

1D6

1

2

3

4

5

6

7+

Cash (Merchant)

Cr 1,000

Cr 5,000

Cr 10,000

Cr 20,000

Cr 30,000

Cr 50,000

Cr 90,000

Cash (Scout)

Cr 500

Cr 1,000

Cr 2,000

Cr 3,000

Cr 4,000

Cr 5,000

Cr 10,000

Material Benefits

1D6

1

2

3

4

5

6

7+

Benefits (Merchant)

Low Passage

+2 INT

Middle Passage

High Passage

Weapon

TAS Membership

Free Trader

Benefits (Scout)

Low Passage

+2 CHA

Middle Passage

High Passage

Weapon

TAS Membership

Free Trader

Passage:

The character has a single ticket of the type named (low, mid, high) for travel on a starship. It is good for one Jump to any

destination.

+2 INT:

The ever-changing nature of service has taught the character to think on his or her feet, effectively increasing INT.

+2 CHA:

The ever-changing nature of service has made the character charismatic, effectively increasing CHA.

Weapon:

The character leaves the service with an appropriate weapon (gun or blade).

TAS

Membership:

The character is a member of the prestigious Traveller’s Aid Society. TAS will provide a free High passage ticketevery two months, plus access to the TAS information network and TAS-run hostels.

Free Trader:

The character owns a small and elderly merchant starship. The ship is basically spaceworthy, but showing its age.Subsequent receipts of this benefit reduce the remaining 40-year mortgage on the ship by 10 years each, but also increase the age ofthe ship by 10 years.

Retirement Pay

Terms

5

6

7

8

9+

Pay (Merchant)

Cr. 4,000

Cr. 6,000

Cr. 8,000

Cr. 10,000

Cr. +2,000 per term beyond 8

Pay (Scout)

Cr. 10,000

Cr. 12,000

Cr. 14,000

Cr. 16,000

Cr. +2,000 per term beyond 8

General Events

Some effects are specific to certain careers, others are general and apply to all careers. The following effects are available to allcareers.

Ageing

The effects of ageing begin when a character reaches 34 years of age. At the end of the fourth term, and at the end of everytermthereafter, the character must roll 2d6 on the Ageing Table. Apply the character’s total number of terms as a negative Dice Modifieron this table.

Ageing Table

2d6

Effects of Aging

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Ageing Crisis:

If any characteristic is reduced to 0 by ageing, then the character suffers an ageing crisis. The character dies unless hecan pay 1d6 x 10,000 credits for medical care, which will bring any characteristics back up to 1. The character automatically fails anyQualification checks from now on–

he must either continue in the career he is in or become a Drifter if he wishes to take

any more terms.

Anagathics

While using anagathic drugs, the character effectively does not age–

add the number of terms since the character started takinganagathics as a positive modifier to rolls on the ageing table. If a character stops taking anagathics, then hemust roll immediately onthe ageing table to simulate the shock that comes from his system beginning to age again.

The risk of trying to obtain a reliable supply and the disruption to the character’s biochemistry means the character must make asecond Survival check if he passes his first Survival check in a term. If either check is failed, the character suffers a mishap and is

ejected from the career.

The drugs cost 1d6 x 2,500 Credits for each term that the character uses the drugs. These costs are paid

out of the character’s eventualmustering-out cash benefits. If the character cannot pay these bills, he goes into debt.

Injuries

Characters that are wounded in combat or accidents during character creation must roll on the Injury table.

Injury Table

1d6

Injury

1

Nearly killed. Reduce one physical characteristic by 1d6, reduce both other physical characteristics by 2 (or one of them by4).

2

Severely injured. Reduce one physical characteristic by 1d6.

3

Missing eye or limb. Reduce Strength or Dexterity by 2.

4

Scarred. You are scarred and injured. Reduce any one physical characteristic by 2.

5

Injured. Reduce any physical characteristic by 1.

6

Lightly injured. No permanent effect.

Injury Crisis:

If any characteristic is reduced to 0, then the character suffers an injury crisis. The character dies unless he can pay 1d6x 10,000 credits for medical care, which will bring any characteristics back up to 1. The character automatically fails anyQualification checks from now on–

he must either continue in the career he is in or become a Drifter if he wishes to take any moreterms.

Medical Care:

If your character has been injured, then medical care may be able to undo the effects of damage. The restoration of alost characteristic costs 5,000 Credits per point.

If your character was injured in the service of a patron or organisation, then a portion of his medical care may be paid forby thatpatron. Roll 2d6 on the table below, adding your Rank. The result is how much of his medical care is paid for by

his employer.

Medical Bills

Career

Roll of 4+

Roll of 8+

Roll of 12+

Army/Navy/Marines

75%

100%

100%

Agent/Nobility/

Scholar/Entertainer/

Merchant/Citizen

50%

75%

100%

Scout/Rogue/Drifter

0%

50%

75%

Medical Debt:During finishing touches, you must pay any outstanding costs from medical care or anagathic drugs out of yourBenefits before anything else.

Drifters and The Draft

You may attempt to enlist in one career each term if you are not continuing on in an existing career. If you fail to enter anew career,you have two options. You can apply to the Draft and be randomly sent to one of the military services or you may spend that termtravelling through known space as a Drifter without a career or purpose. A character may only enter the Draft once.

Draft Table

1d6

Career (speciality)

1

Navy (any)

2

Army (any)

3

Marines (any)

4

Merchants (merchant marine)

5

Scouts (any)

6

Agent (law enforcement)

Mustering Out Benefits:Benefits are gained when a character leaves a career for any reason other

than failing a survival roll.

You may only roll on the Cash table a maximum of three times no matter how many careers you have had.

Cash Benefits:A character with the Gambler skill at 40% or better gets a +1 to all rolls on the Cash table.

If the character has any money after rolling on the Cash table then he may purchase personal equipment worth up to 2,000 creditsimmediately.

Other Benefits:When you leave a career in good standing with your previous employers, you are permitted to keep variouspieces ofequipment or even shares of a vessel.

Finalise Connections

The connections between characters rule can give you bonus skills. At this stage, you may make (or finalise) a connection betweenyour character and up to two other player characters. For each connection you make, you may gain 20% in any skill, but you cannotbring a skill above 80% using this rule nor may you take the Jack of all Trades skill.

Skill Packages

As a group, select one of the following skill packages, which are collectionsof basic skills you will use while adventuring andtravelling. Taking a skill package ensures that your group will at least have basic competency in the situations that will come up in thegame. When you have collectively decided which skill package is most suitable for the campaign you want to play, each player takesit in turns to select an item from the package. Keep going until all skills have been selected.

Your ship is attacked. Roll DEXx5% to avoid a roll on the Injury Table.

14

You are presented with a fake cargo. Roll Deception to avoid-10% Penalty on one benefit roll.

15

Hard times force you to consider criminal activity to pay the bills. If you choose to become a criminal, roll Streetwise orINTx5%. If you fail, you lose your benefit roll for this term. If you don't choose to become a criminal,-10% on one benefitroll.

16

You discover that one of the cargoes you recently purchased is a fake. If you try to sell it anyway, roll Deception . If youfail,youlose your benefit roll

for this term and gain Advocate at 40% or increase it by 10% if you already have the skill. If you donot try to sell it, you lose your Benefit roll for this term.

21

You are offered the opportunity to smuggle illegal items onto a planet. If you accept,

roll Deception or Persuade. If yousucceed,gain Streetwise at 40% or increase it by 10% if you already have the skill and an extra benefit roll. If you refuse, gain a criminalEnemy.

22

You have the opportunity to set up a trade deal with an alien race. Roll INTx5%. If you succeed, gain +10% on a benefitroll. Ifyou fail, gain an alien Enemy.

23

You have a chance to risk your fortune on a possibly lucrative deal. You may gamble a number of benefit rolls and roll Gambleror Broker. If you succeed, you

gain half as many benefit rolls as you risked, rounding up. If you fail, you lose all the benefit rollsrisked. Either way, gain one level in whichever skill you used.

24

You are asked to help law enforcement break a smuggling ring. Roll INTx5% or Deception. If you succeed, gain one ofInvestigate, Advocate or Streetwise at 40% or increase it by 10% if you already have the skill. If you fail, gain an Enemy.

25

A customer tries to sell you stolen goods. Roll Deception or Streetwise. If you succeed, gain

either Advocate or Investigate at40% or increase it by 10% if you already have the skill. If you fail,-10% on one benefit roll.

26

You have a chance to get in on a risky venture. Roll Gambler or Broker. If you succeed, gain an additional benefit roll.

If youfail, lose one benefit roll.

31-36

Life Event. Roll on the Life Events Table.

41

You make an unexpected connection outside your normal circles. Gain a Contact.

42

You are given the opportunity to work with a Pirate group. If you accept, rollDeception or Streetwise . If you succeed, gain+10% on one benefit roll. If you fail,-10% on one benefit roll. Either way, you make transfer to the Rogue career next termwithoutmaking a Qualification roll. If you refuse the Pirates, gain them as an Enemy.

43

You spend time researching the trade potential on a planet. Roll EDUx5%. If you succeed, gain one of Animal (any), Broker, or

Survival at 40% or increase it by 10% if you already have the skill

44

You invest wisely in the market. Gain one Ship Share.

45

You are able to sell trinkets to primitives for valuable raw materials. Roll INTx5% and gain one of Deception, Broker, Trade(any)or Physical Science (any) on a successful roll at 40% or increase it by 10% if you already have the skill.

46

You

are given advanced training in a specialist field. Roll EDUx5% to increase any one skill you already have by 20%.

51

You are embroiled in legal trouble. Gain one of Advocate, Admin, Diplomat or Investigate at 40% or increase it by 10% if youalready have the skill.

52

Time spent dealing with suppliers and spacers pays off. Gain one of Trade (any), Engineer (any), Animals (any) or SocialScience(any) at 40% or increase it by 10% if you already have the skill.

53

You work on establishing contacts among aliens. Gain Language (any) at 40% or increase it by 10% if you already have the skill.

54

You work in trade expansion. Gain one of Broker, Advocate, Recon or Survival at 40% or increase it by 10% if you already have

the skill.

55

You work on a spaceship. Gain one of Pilot (any), Astrogation, Engineer (any), Steward or Gunner (any) at 40% or increase it by10% if you already have the skill.

56

You spend time expanding your markets. Gain one of Animals (any), Art (any) or Trade (any) at 40% or increase it by 10% ifyou already have the skill.

61

You befriend a useful ally. Gain an Ally and gain either +20% of Carouse or a +40% on your next Advancement roll thanks tohis aid.

62

A good deal ensures you are living the high life. Gain +10% on one benefit roll.

63

You are rewarded saving a superior. Gain one Ship Share.

64

You are awarded a bonus for your hard work. Gain +10% on one benefit roll.

65

Your work is noted by your superiors. Gain +40% on your next Advancement roll.

66

Your businessor ship thrives. You are automatically promoted.

Scout

Career Progress

Enlistment:

INTx5%

Survival

Advancement

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Assignments:

Choose one of the following:



Courier



Survey



Exploration

Exploration

INTx5%

INTx5%

Promotion:

Mustering-Out Benefits

Roll

Cash

Other Benefits

1

2

3

4

5

6

7

Skills and Training

Roll

Personal Development

Service Skills

Advanced Education

(Minimum EDU 13)

1

+1 STR

Pilot (spacecraft orsmall craft)

Medic

2

+1 DEX

Survival

Navigation

3

+1 CON

Mechanic

Engineer (any)

4

+1 INT

Astrogation

Computer

5

+1 EDU

Comms

Space Science (any)

6

Any +1

Gun Combat (any)

Jack of all Trades

Roll

Courier

Survery

Exploration

1

2

3

4

5

6

Ranks and Skills

Rank

NCO

Skill or Benefit

Officer

Skill or Benefit

0

1

Scout

Vacc Suit 10%

2

3

Senior Scout

Pilot 10%

4

5

6

Mishaps

1d6

Mishap

1

Severely injured in action. (This is the same as a result of 2 on the Injury table.) Alternatively, roll twice on the Injurytable andtake the lower result.

2

Psychologically damaged by your time in the scouts. Reduce your INT or SOC by 1.

3

Your ship is damaged, and you have to hitch-hike your way back across the stars to the nearest scout base. Gain 1d6 Contactsand 1d3 Enemies.

4

You inadvertently cause a conflict between your culture and a minor world or race. Gain a Rival and Diplomat +10%

5

You have no idea what happened to you–

they found your ship drifting on the fringes of friendly space.

6

Injured. Roll on the Injury table.

Events

2d6

Events

2

Disaster! Roll on the mishap table, but you are not ejected from this career.

3

Your ship is ambushed by enemy vessels. Either run, and roll Pilot-20% to escape, or roll Persuade-20% to bargain with them.If you fail the check, then your ship is destroyed and you may not re-enlist in the Scouts at the end of this term. If you succeed,you survive and gain Sensors 10%. Either way, gain an Enemy.

4

You survey an alien world. Gain one of Animals (riding or training), Survival, Recon or Life Science (any) at 40% or increase

the skill by 10% if you already have it.

5

You perform an exemplary service for the scouts. Gain a +1 to any one Benefit roll.

6

You spend several years jumping from world to world in your scout ship. Gain one of Astrogation , Navigation, Pilot (smallcraft) or Mechanic at 40% or increase the skill by 10% if you already have it.

7

Life Event. Roll on the Life Events table.

8

When dealing with an alien race, you have an opportunity to gather extra intelligence about them. Roll either Sensors-20% orDeception-20%. If you succeed, gain an Ally in your culture and a

+20% to your next Advancement roll. If you fail, roll on theMishap table, but you are not ejected from this career.

9

Your scout ship is one of the first on the scene to rescue the survivors of a disaster. Roll either Medic-20% or Engineer-20%. If you

succeed, gain a Contact and a +20% to your next Advancement check. If you fail, gain an Enemy.

10

You spend a great deal of time on the fringes of known space. Roll Survival-20% or Pilot-20%. If you succeed, gain a Contactin an alien race and +10% inany skill of your choice. If you fail, roll on the Mishap table.

11

You serve as the courier for an important message from your culture. Either gain Diplomat at 40% or increase the skill by 10%

ifyou already have it, or take a +40% to your next Advancement roll.

12

You discover a world, item or information of worth to the your culture. You are automatically promoted.

Army

Members of the planetary armed fighting forces. Soldiers deal with planetary surfaceactions, battles, and campaigns. Such individuals may also be mercenaries for hire.

Career Progress

Enlistment:

CONx5%

Survival

Advancement

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Assignments: Assignments: Choose one of the following:



Support: You were an engineer, technician, medic, cook or in some other rolebehind the front lines.



Infantry: You were one of the Poor Bloody Infantry on the ground.



Cavalry: You rode a tank or other ground vehicle.

Cavalry

DEXx4%

INTx5%

Commission

SOCx4%

Mustering-Out Benefits

Roll

Cash

Other Benefits

1

2,000

Combat Implant

2

5,000

+1 INT

3

10,000

+1 EDU

4

10,000

Weapon

5

10,000

Armour

6

20,000

+1 CON

7

30,000

+1 SOC

Skills and Training

Roll

Personal Development

Service Skills

Advanced Education

Officer Skills

(Minimum EDU 13)

(Commissioned Only)

1

+1 STR

Drive (Any)

Comms

Tactics (Military)

2

+1 DEX

Athletics (Any)

Sensors

Leadership

3

+1 CON

Gun Combat (Any)

Navigation

Advocate

4

Gambler

Recon

Explosives

Diplomat

5

Medic

Melee (Any)

Engineer (Any)

Tactics (Military)

6

Melee (Unarmed)

Heavy Weapons (Any)

Survival

Admin

Roll

Specialist:Support

Specialist:Infantry

Specialist:Cavalry

1

Mechanic

Gun Combat (Any)

Mechanic

2

Drive (Any)

Melee (Any)

Drive (Any)

3

Flyer (Any)

Heavy Weapons (Any)

Flyer (Any)

4

Explosives

Stealth

Recon

5

Comms

Athletics (Any)

Gunnery (Any)

6

Medic

Recon

Sensors

Ranks and Skills

Rank

NCO

Skill or Benefit

Officer

Skill or Benefit

0

Private

Gun Combat (Slug Rifle or Energy Rifle)

1

Lance Corporal

Recon

Lieutenant

Leadership

2

Corporal

Captain

3

Lance Sergeant

Leadership

Major

Tactics (Military)

4

Sergeant

Lt Colonel

5

Gunnery Sergeant

Colonel

6

Sergeant Major

General

SOC 16 or +1 SOC whichever is

higher

Mishaps

2d6

Mishap

2

Finding conditions to be inhumane under a barely sane commander during your current posting you desert and are now awanted man